Streetwise [Novice, Smarts d6] Streetwise characters add +2 to Intimidation or Persuasion rolls made to Network (see page 133) with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.(InitAdv)

New Powers (Havoc, Smite) (N2)

Healer [Novice, Spirit d8] A hero with this Edge adds +2 to all Healing rolls, whether natural or magical in nature.(N3)

Work the Room [Novice, Spirit d8] Your hero’s words don’t just inspire those they’re directed at—they often inspire others as well. Once per turn, you can use Work the Room to roll an additional skill die when Supporting with Persuasion or Performance. The additional die Supports any other ally who can see or hear your hero, and applies to their next action, whatever it may be.(N1)

Master of Magic [Seasoned, Arcane Background (Magic or Miracles), Smarts d8, Arcane Skill d8, Occult d8] True understanding of the ley lines, Rifts, and eldritch flow of power through the world grants the spellcaster exceptional might and capability. The Master of Magic gains access to the Mega Power Modifiers for all known magic or miracles powers.(S1)

New Powers (Dispel, Warrior's Gift) (S2)

I Know A Guy [Novice, Persuasion d6, Charismatic]

Interlude - HJ _

Some people seem to know someone everywhere they go or make contacts quickly and easily. The contact may not be the most amazingly helpful person—they may even have an unrequited crush on the hero or hate them for some past slight. The person known may be well-placed in an organization, or just as easily a homeless person who knows the word on the street. The point is, however, almost anywhere he goes, the hero seems to have a knack for connecting with people who know something of value or can contact some helpful folks.

Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group who shares a mutual interest or motivations (whether personally or as a group). Make a Smarts roll at –2 (or an opposed Smarts roll for powerful contacts) to see if they can be leveraged or convinced to help in any way. A failure on the check expends that session’s use of the Edge. If successful, the favor depends on the nature of the contact (GM’s call) but might include loaning useful gear, a few allied fighters, transportation, information, or even a professional with critical skills the party doesn’t have, like a hacker, occultist, or scholar.

D'NORR
Alien Physiology: The physiology of D`Norr is quite alien, giving those unfamiliar with their biology a –2 penalty to Healing and cybernetics checks — Juicer and Crazy augmentations don’t work for this race — and Rifts Earth cybernetics supplies/services which are compatible require double the listed price.
Devilish Charmers: D’Norr are smart and affable, making them naturally quite charming—begin with the Charismatic Edge.
D-Bee (Major): D`Norr are deemed the enemy by human supremacists like the Coalition States and easily misunderstood by others, suffering –2 Persuasion when dealing with prejudiced groups.
Horns: D’Norr have horns that cause Str+d4 damage, see Natural Weapons in Savage Worlds.
Intelligent and Spiritual: D’Norr are highly intelligent and spiritual, beginning with a d6 Smarts and Spirit.
This makes their natural maximums for those Traits d12+1.
Natural Arcane Affinity: D`Norr have a bonus of +5 PPE naturally, whether they pursue a magic path or not; this bonus PPE is not part of their base PPE nor is it modified by other Edges or Abilities (e.g., a D`Norr Ley Line Walker would begin with 25 PPE).
Restricted Path: The D’Norr have no capacity for psionics and cannot access ISP.
Sensitive: Due to their inherently sensitive nature, D’Norr are particularly susceptible to Fear, suffering a −2 when making such checks.

Iconic Framework

Techno-Wizard _

TECHNO-WIZARD
Arcane runes and copper wires conducting eldritch energy to gems at enchanted junctions, and classic vehicles soaring the skies as much by will as by wire—these are the defining joys of the Techno-Wizard. He loves machines, but he loves the magic potential of machines even more, and he’s dedicated his life to fulfilling that potential wherever he can.

Techno-Wizards see the quest for renewable energy sources as long over. The solution flows all around them in naturally occurring power conduits crisscrossing the planet, surging through nexuses and Rifts like giant transformers and junction boxes. Magic is the ultimate in broadcast power, and the great ancient wizard, Tesla, would be very proud of what they’ve done with it so far.

HERO’S JOURNEY (TWO ROLLS)
Techno-Wizards gain one roll on the following tables:

Education, Enchanted Items & Mystic Gadgets, and Magic & Mysticism.

They gain another roll on any table except Psionics.

I CAN HEAR MACHINERY
Technology sings to the eldritch engineers. They can hear the complex melodies of a machine in perfect working order as well as the discordant sour notes of equipment in dire need of tuning or repair. This is doubly true when dealing with tech converted to arcane processes infinitely more efficient and masterful in design.

For some Techno-Wizards, this special relationship with technology manifests as the ability to see the inherent arcane symbols and runes on all devices (as well as power flows and digital signals) as unearthly webs of energy interconnecting all things. Others speak of tiny digital sprites and clockwork fairies that represent the spirits of every machine, with whom they can negotiate greater performance and miraculous feats.

FANTASY AND MICROCHIPS
Techno-Wizards are the Weird Science maestros of Rifts Earth. Their Arcane Background grants them access to the following powers (Rank permitting):

Techno-Wizards use their personal PPE to power their devices. The skill they use for their art is called Techno-Wizardry, which is Smarts-based and counts as Weird Science when qualifying for Edges like Mr. Fix It. Techno-Wizards cannot take the normal Gadgeteer Edge, but start with a variant (see below).

TECHNO-WIZARD ABILITIES AND BONUSES
Techno-Wizards have a flexibility few wielders of arcane power ever experience. In a world dominated by rapid technological advancement across the globe and from beyond the Rifts, a Techno-Wizard is a powerful and vital ally.

 Arcane Background (Techno-Wizardry):
Techno-Wizards begin with a variant of the Arcane Background (Weird Science) Edge, which functions very differently through the creation of Gizmos. Techno-Wizards begin with three powers from the list above, 15 PPE, a Techno-Wizardry skill of d6 (their Arcane Skill), and each of their powers built into separate Gizmos of their own design. Their PPE pool is used to activate their Gizmos—as well as other Techno-Wizard (TW) gear—and in the creation or modification of TW gear or arcane items. Gizmos are unique items which cease to function after 2d6 days without their creator’s attention; anyone who can use TW gear (see page 83) can also use the TechnoWizard’s Gizmo by expending Power Points as usual.

 Arcane Machinist:
Techno-Wizards begin with a variant of the Gadgeteer Edge which functions quite differently through the creation of arcane Gadgets. As often as half her Smarts die per session, and as an action, the TechnoWizard produces a Gadget replicating any power available to Techno-Wizards (and Power Modifiers available to the creator). Creating a Gadget requires a Techno-Wizardry skill check at –2 per Rank the power is above her own. TW Gadgets have their own PPE pool equal to half their creator’s normal maximum PPE pool (round down); with a raise the device gains +5 PPE to its pool. The Gadget can only be activated using its own PPE pool—once used up (or at the end of the session) it ceases to function.

 Machine Maestro:
A Techno-Wizard can interface with machines by touch—including vehicles, weapons, computers, electronic devices, and robots. Machine Maestro grants a +1 to Common Knowledge, Electronics, Hacking, Research, Repair, and Thievery rolls related to the target machine; this includes attempts to dig through data files or bypass security systems and electronic locks. When interfacing with preexisting arcane items and TW gear, the bonus increases to +2. Machine Maestro does not allow the Techno-Wizard to control intelligent machines, cybernetic/bionic systems, vehicles, or weapons.

 Required Knowledge:
A combination of intense study, practical experience, and intuitive understanding makes the Techno-Wizard an expert in a number of fields. They begin with Electronics, Occult, Repair, and Science at d6.

TECHNO-WIZARD COMPLICATIONS
The unique nature of the Techno-Wizard’s abilities and practices provides her with some special challenges.

 Cybernetics:
Despite their love of technology, even Techno-Wizards suffer penalties to their magic from implanted cybernetics (page 69).

 Device Dependent:
A Techno-Wizard must have gear and tools, her Gizmos to use her powers, and parts to create her Gadgets. Without these items she cannot make her magic work.

 Enemies:
Like all practitioners of arcane arts, Techno-Wizards are outlaws in the Coalition States. Those allied with a faction opposing Lord Dunscon’s authority and the True Federation of Magic—including those serving in the Tomorrow Legion—are also deemed enemies of the state there.

 Gearhead Geek:
The Techno-Wizard relationship with technology and machinery results in odd behaviors. Some talk, hum, or sing to their gear, while others paint sigils, runes, and arcane diagrams all over their machines. However it manifests, every Techno-Wizard has a Quirk Hindrance of this kind.

Description
Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero’s grasp of such matters extremely valuable. She gains Academics at d6. She also gains +1 to Persuasion and Performance rolls.

Experience & Wisdom Table

Roll Result (1d20) 1d20 = 13: 13 [12-13]

Description
He’s traveled far and wide, and he knows a lot about the world that could come in handy. Your character gains a +2 on any Common Knowledge rolls related to geography and understanding the people and places of North America. He also gains a +2 on Survival and Networking checks in North America.

Description
Doc Olliday has traveled far and wide, and he always seems to know someone, somewhere, she can call on for for information or aid. Doc Olliday has the I Know a Guy Edge and gains +2 on all Networking rolls to contact and gain assistance.